using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;

using Please_starve.Common.Managers;
using Please_starve.Effects;
using Please_starve.Cameras;
using Nuclex.Input;

namespace Please_starve
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;
        Map map;

        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";

            InputManager input = new InputManager(Services, Window.Handle);
            Components.Add(input);
            InputHandler.InputManager = input;

            graphics.PreferredBackBufferWidth = 1280;
            graphics.PreferredBackBufferHeight = 720;
            this.IsMouseVisible = true;
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here
            GameServices.AddService<GraphicsDevice>(GraphicsDevice);
            GameServices.AddService<ContentManager>(Content);

            map = new Map();

            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            // TODO: use this.Content to load your game content here
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            InputHandler.Update(gameTime);
            keyBoardMovement();

            Camera.Update(gameTime);
            Camera.LookAt(new Vector3(0.5f, 0, 0));

            map.Update(gameTime);

            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            GraphicsDevice.DepthStencilState = DepthStencilState.Default;

            GlobalEffects.basicEffect.View = Camera.viewMatrix;
            GlobalEffects.basicEffect.Projection = Camera.projectionMatrix;

            GraphicsDevice.RasterizerState = RasterizerState.CullClockwise;

            //GraphicsDevice.SamplerStates[0] = SamplerState.PointWrap;

            map.Draw(GraphicsDevice, GlobalEffects.basicEffect);

            GraphicsDevice.DepthStencilState = DepthStencilState.None;

            spriteBatch.Begin();
            //UI STUFF HERE
            spriteBatch.End();

            base.Draw(gameTime);
        }

        private void keyBoardMovement()
        {
            if (InputHandler.IsActionTriggered(InputHandler.Action.ZoomIn))
            {
                Camera.CurrentZoom = new Vector3(0, 1, 3);
                //Camera.CurrentZoom -= 0.1f * Camera.CurrentZoom;
            }
            else if (InputHandler.IsActionTriggered(InputHandler.Action.ZoomOut))
            {
                Camera.CurrentZoom = new Vector3(0, 5, 5);
                //Camera.CurrentZoom += 0.1f * Camera.CurrentZoom;
            }
        }
    }
}
